1 // Created on: 2014-05-14
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #ifndef _Graphic3d_RenderingParams_HeaderFile
17 #define _Graphic3d_RenderingParams_HeaderFile
19 #include <Graphic3d_AspectText3d.hxx>
20 #include <Graphic3d_TransformPers.hxx>
21 #include <Graphic3d_RenderTransparentMethod.hxx>
22 #include <Graphic3d_RenderingMode.hxx>
23 #include <Graphic3d_StereoMode.hxx>
24 #include <Graphic3d_ToneMappingMethod.hxx>
25 #include <Graphic3d_Vec4.hxx>
27 //! Helper class to store rendering parameters.
28 class Graphic3d_RenderingParams
31 //! Default pixels density.
32 static const unsigned int THE_DEFAULT_RESOLUTION = 72u;
34 //! Default ray-tracing depth.
35 static const Standard_Integer THE_DEFAULT_DEPTH = 3;
37 //! Anaglyph filter presets.
40 Anaglyph_RedCyan_Simple, //!< simple filter for Red-Cyan glasses (R+GB)
41 Anaglyph_RedCyan_Optimized, //!< optimized filter for Red-Cyan glasses (R+GB)
42 Anaglyph_YellowBlue_Simple, //!< simple filter for Yellow-Blue glasses (RG+B)
43 Anaglyph_YellowBlue_Optimized, //!< optimized filter for Yellow-Blue glasses (RG+B)
44 Anaglyph_GreenMagenta_Simple, //!< simple filter for Green-Magenta glasses (G+RB)
45 Anaglyph_UserDefined //!< use externally specified matrices
48 //! Statistics display flags.
49 //! If not specified otherwise, the counter value is computed for a single rendered frame.
52 PerfCounters_NONE = 0x000, //!< no stats
53 PerfCounters_FrameRate = 0x001, //!< Frame Rate, frames per second (number of frames within elapsed time)
54 PerfCounters_CPU = 0x002, //!< CPU utilization as frames per second (number of frames within CPU utilization time (rendering thread))
55 PerfCounters_Layers = 0x004, //!< count layers (groups of structures)
56 PerfCounters_Structures = 0x008, //!< count low-level Structures (normal unhighlighted Presentable Object is usually represented by 1 Structure)
58 PerfCounters_Groups = 0x010, //!< count primitive Groups (1 Structure holds 1 or more primitive Group)
59 PerfCounters_GroupArrays = 0x020, //!< count Arrays within Primitive Groups (optimal primitive Group holds 1 Array)
61 PerfCounters_Triangles = 0x040, //!< count Triangles
62 PerfCounters_Points = 0x080, //!< count Points
64 PerfCounters_EstimMem = 0x100, //!< estimated GPU memory usage
66 PerfCounters_FrameTime = 0x200, //!< frame CPU utilization time (rendering thread); @sa Graphic3d_FrameStatsTimer
67 PerfCounters_FrameTimeMax= 0x400, //!< maximum frame times
69 PerfCounters_SkipImmediate = 0x800, //!< do not include immediate viewer updates (e.g. lazy updates without redrawing entire view content)
70 //! show basic statistics
71 PerfCounters_Basic = PerfCounters_FrameRate | PerfCounters_CPU | PerfCounters_Layers | PerfCounters_Structures,
72 //! extended (verbose) statistics
73 PerfCounters_Extended = PerfCounters_Basic
74 | PerfCounters_Groups | PerfCounters_GroupArrays
75 | PerfCounters_Triangles | PerfCounters_Points
76 | PerfCounters_EstimMem,
78 PerfCounters_All = PerfCounters_Extended
79 | PerfCounters_FrameTime
80 | PerfCounters_FrameTimeMax,
83 //! State of frustum culling optimization.
86 FrustumCulling_Off, //!< culling is disabled
87 FrustumCulling_On, //!< culling is active, and the list of culled entities is automatically updated before redraw
88 FrustumCulling_NoUpdate //!< culling is active, but the list of culled entities is not updated
93 //! Creates default rendering parameters.
94 Graphic3d_RenderingParams()
95 : Method (Graphic3d_RM_RASTERIZATION),
96 TransparencyMethod (Graphic3d_RTM_BLEND_UNORDERED),
100 PbrEnvSpecMapNbLevels (6),
101 PbrEnvBakingDiffNbSamples (1024),
102 PbrEnvBakingSpecNbSamples (256),
103 PbrEnvBakingProbability (0.99f),
105 OitDepthFactor (0.0f),
107 RenderResolutionScale (1.0f),
108 ToEnableDepthPrepass (Standard_False),
109 ToEnableAlphaToCoverage (Standard_True),
110 // ray tracing parameters
111 IsGlobalIlluminationEnabled (Standard_False),
112 RaytracingDepth (THE_DEFAULT_DEPTH),
113 IsShadowEnabled (Standard_True),
114 IsReflectionEnabled (Standard_False),
115 IsAntialiasingEnabled (Standard_False),
116 IsTransparentShadowEnabled (Standard_False),
117 UseEnvironmentMapBackground (Standard_False),
118 CoherentPathTracingMode (Standard_False),
119 AdaptiveScreenSampling (Standard_False),
120 AdaptiveScreenSamplingAtomic(Standard_False),
121 ShowSamplingTiles (Standard_False),
122 TwoSidedBsdfModels (Standard_False),
123 RadianceClampingValue (30.0),
124 RebuildRayTracingShaders (Standard_False),
125 RayTracingTileSize (32),
126 NbRayTracingTiles (16 * 16),
127 CameraApertureRadius (0.0f),
128 CameraFocalPlaneDist (1.0f),
129 FrustumCullingState (FrustumCulling_On),
130 ToneMappingMethod (Graphic3d_ToneMappingMethod_Disabled),
133 // stereoscopic parameters
134 StereoMode (Graphic3d_StereoMode_QuadBuffer),
135 AnaglyphFilter (Anaglyph_RedCyan_Optimized),
136 ToReverseStereo (Standard_False),
138 StatsPosition (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_LEFT_UPPER, Graphic3d_Vec2i (20, 20))),
139 ChartPosition (new Graphic3d_TransformPers (Graphic3d_TMF_2d, Aspect_TOTP_RIGHT_UPPER, Graphic3d_Vec2i (20, 20))),
141 StatsTextAspect (new Graphic3d_AspectText3d()),
142 StatsUpdateInterval (1.0),
143 StatsTextHeight (16),
145 StatsMaxChartTime (0.1f),
146 CollectedStats (PerfCounters_Basic),
147 ToShowStats (Standard_False),
149 Resolution (THE_DEFAULT_RESOLUTION)
151 const Graphic3d_Vec4 aZero (0.0f, 0.0f, 0.0f, 0.0f);
152 AnaglyphLeft .SetRow (0, Graphic3d_Vec4 (1.0f, 0.0f, 0.0f, 0.0f));
153 AnaglyphLeft .SetRow (1, aZero);
154 AnaglyphLeft .SetRow (2, aZero);
155 AnaglyphLeft .SetRow (3, aZero);
156 AnaglyphRight.SetRow (0, aZero);
157 AnaglyphRight.SetRow (1, Graphic3d_Vec4 (0.0f, 1.0f, 0.0f, 0.0f));
158 AnaglyphRight.SetRow (2, Graphic3d_Vec4 (0.0f, 0.0f, 1.0f, 0.0f));
159 AnaglyphRight.SetRow (3, aZero);
161 StatsTextAspect->SetColor (Quantity_NOC_WHITE);
162 StatsTextAspect->SetColorSubTitle (Quantity_NOC_BLACK);
163 StatsTextAspect->SetFont (Font_NOF_ASCII_MONO);
164 StatsTextAspect->SetDisplayType (Aspect_TODT_SHADOW);
165 StatsTextAspect->SetTextZoomable (Standard_False);
166 StatsTextAspect->SetTextFontAspect (Font_FA_Regular);
169 //! Returns resolution ratio.
170 Standard_ShortReal ResolutionRatio() const
172 return Resolution / static_cast<Standard_ShortReal> (THE_DEFAULT_RESOLUTION);
177 Graphic3d_RenderingMode Method; //!< specifies rendering mode, Graphic3d_RM_RASTERIZATION by default
178 Graphic3d_RenderTransparentMethod TransparencyMethod; //!< specifies rendering method for transparent graphics
179 Standard_ShortReal LineFeather; //!< line feater width in pixels (> 0.0), 1.0 by default;
180 //! high values produce blurred results, small values produce sharp (aliased) edges
182 Standard_Integer PbrEnvPow2Size; //!< size of IBL maps side can be calculated as 2^PbrEnvPow2Size (> 0), 9 by default
183 Standard_Integer PbrEnvSpecMapNbLevels; //!< number of levels used in specular IBL map (> 1), 6 by default
184 Standard_Integer PbrEnvBakingDiffNbSamples; //!< number of samples used in Monte-Carlo integration during diffuse IBL map's
185 //! spherical harmonics coefficients generation (> 0), 1024 by default
186 Standard_Integer PbrEnvBakingSpecNbSamples; //!< number of samples used in Monte-Carlo integration during specular IBL map's generation (> 0), 256 by default
187 Standard_ShortReal PbrEnvBakingProbability; //!< controls strength of samples reducing strategy during specular IBL map's generation
188 //! (see 'SpecIBLMapSamplesFactor' function for detail explanation) [0.0, 1.0], 0.99 by default
190 Standard_ShortReal OitDepthFactor; //!< scalar factor [0-1] controlling influence of depth of a fragment to its final coverage
191 Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
192 Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;
193 //! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0)
194 Standard_Boolean ToEnableDepthPrepass; //!< enables/disables depth pre-pass, False by default
195 Standard_Boolean ToEnableAlphaToCoverage; //!< enables/disables alpha to coverage, True by default
197 Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing)
198 Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP)
199 Standard_Integer RaytracingDepth; //!< maximum ray-tracing depth, 3 by default
200 Standard_Boolean IsShadowEnabled; //!< enables/disables shadows rendering, True by default
201 Standard_Boolean IsReflectionEnabled; //!< enables/disables specular reflections, False by default
202 Standard_Boolean IsAntialiasingEnabled; //!< enables/disables adaptive anti-aliasing, False by default
203 Standard_Boolean IsTransparentShadowEnabled; //!< enables/disables light propagation through transparent media, False by default
204 Standard_Boolean UseEnvironmentMapBackground; //!< enables/disables environment map background
205 Standard_Boolean CoherentPathTracingMode; //!< enables/disables 'coherent' tracing mode (single RNG seed within 16x16 image blocks)
206 Standard_Boolean AdaptiveScreenSampling; //!< enables/disables adaptive screen sampling mode for path tracing, FALSE by default
207 Standard_Boolean AdaptiveScreenSamplingAtomic;//!< enables/disables usage of atomic float operations within adaptive screen sampling, FALSE by default
208 Standard_Boolean ShowSamplingTiles; //!< enables/disables debug mode for adaptive screen sampling, FALSE by default
209 Standard_Boolean TwoSidedBsdfModels; //!< forces path tracing to use two-sided versions of original one-sided scattering models
210 Standard_ShortReal RadianceClampingValue; //!< maximum radiance value used for clamping radiance estimation.
211 Standard_Boolean RebuildRayTracingShaders; //!< forces rebuilding ray tracing shaders at the next frame
212 Standard_Integer RayTracingTileSize; //!< screen tile size, 32 by default (adaptive sampling mode of path tracing);
213 Standard_Integer NbRayTracingTiles; //!< maximum number of screen tiles per frame, 256 by default (adaptive sampling mode of path tracing);
214 //! this parameter limits the number of tiles to be rendered per redraw, increasing Viewer interactivity,
215 //! but also increasing the time for achieving a good quality; -1 means no limit
216 Standard_ShortReal CameraApertureRadius; //!< aperture radius of perspective camera used for depth-of-field, 0.0 by default (no DOF) (path tracing only)
217 Standard_ShortReal CameraFocalPlaneDist; //!< focal distance of perspective camera used for depth-of field, 1.0 by default (path tracing only)
218 FrustumCulling FrustumCullingState; //!< state of frustum culling optimization; FrustumCulling_On by default
220 Graphic3d_ToneMappingMethod ToneMappingMethod; //!< specifies tone mapping method for path tracing, Graphic3d_ToneMappingMethod_Disabled by default
221 Standard_ShortReal Exposure; //!< exposure value used for tone mapping (path tracing), 0.0 by default
222 Standard_ShortReal WhitePoint; //!< white point value used in filmic tone mapping (path tracing), 1.0 by default
224 Graphic3d_StereoMode StereoMode; //!< stereoscopic output mode, Graphic3d_StereoMode_QuadBuffer by default
225 Anaglyph AnaglyphFilter; //!< filter for anaglyph output, Anaglyph_RedCyan_Optimized by default
226 Graphic3d_Mat4 AnaglyphLeft; //!< left anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
227 Graphic3d_Mat4 AnaglyphRight; //!< right anaglyph filter (in normalized colorspace), Color = AnaglyphRight * theColorRight + AnaglyphLeft * theColorLeft;
228 Standard_Boolean ToReverseStereo; //!< flag to reverse stereo pair, FALSE by default
230 Handle(Graphic3d_TransformPers) StatsPosition; //!< location of stats, upper-left position by default
231 Handle(Graphic3d_TransformPers) ChartPosition; //!< location of stats chart, upper-right position by default
232 Graphic3d_Vec2i ChartSize; //!< chart size in pixels, (-1, -1) by default which means that chart will occupy a portion of viewport
233 Handle(Graphic3d_AspectText3d) StatsTextAspect; //!< stats text aspect
234 Standard_ShortReal StatsUpdateInterval; //!< time interval between stats updates in seconds, 1.0 second by default;
235 //! too often updates might impact performance and will smear text within widgets
236 //! (especially framerate, which is better averaging);
237 //! 0.0 interval will force updating on each frame
238 Standard_Integer StatsTextHeight; //!< stats text size; 16 by default
239 Standard_Integer StatsNbFrames; //!< number of data frames to collect history; 1 by default
240 Standard_ShortReal StatsMaxChartTime; //!< upper time limit within frame chart in seconds; 0.1 seconds by default (100 ms or 10 FPS)
241 PerfCounters CollectedStats; //!< performance counters to collect, PerfCounters_Basic by default;
242 //! too verbose options might impact rendering performance,
243 //! because some counters might lack caching optimization (and will require expensive iteration through all data structures)
244 Standard_Boolean ToShowStats; //!< display performance statistics, FALSE by default;
245 //! note that counters specified within CollectedStats will be updated nevertheless
246 //! of visibility of widget managed by ToShowStats flag (e.g. stats can be retrieved by application for displaying using other methods)
248 unsigned int Resolution; //!< Pixels density (PPI), defines scaling factor for parameters like text size
249 //! (when defined in screen-space units rather than in 3D) to be properly displayed
250 //! on device (screen / printer). 72 is default value.
251 //! Note that using difference resolution in different Views in same Viewer
252 //! will lead to performance regression (for example, text will be recreated every time).
255 #endif // _Graphic3d_RenderingParams_HeaderFile